Burgher Mystic Forlorn Mystic variant 1 corrections done st
© Andrè Michael Pietroschek under included OGL Alignment: Lawful neutral, True Neutral or chaotic neutral. Hit Die: d6.
Minimum primeattributes: Cha 12
Class Skills Balance (Dex), Bluff (Cha), Concentration (Con), Craft_Alchemy or Herbalism (Int), Hide (Dex), Knowledge_Arcana (Int), Knowledge_the planes (Int), Knowledge_local (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Scry (Int), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha) Skill Points at 1st Level: (6 + Int modifier) x 4.
Starting Gold: 4d4
Skill Points at Each Additional Level: 2 + Int modifier. Table: The Mystic (rulewise based on the D&D Sorcerer) Level BaseAttack Bonus Defence FortSave RefSave WillSave
Special
Spells per Day by spelllevels Cantrips
1st
2nd
3rd
1st
+0
+2
+0
+0
+2
Summon familiar, Eschew Materials, Burgher, T1
5
3
*
*
2nd
+1
+2
+0
+0
+3
Combat Instinct I
6
4
*
*
3rd
+1
+3
+1
+1
+3
Combat Casting
6
5
*
*
4th
+2
+3
+1
+1
+4
Dreamtelling
6
6
3
*
5th
+2
+3
+1
+1
+4
Combat Instinct II, T2
6
6
4
*
6th
+3
+4
+2
+2
+5
Meta Magic feat
6
6
5
3
7th
+3
+4
+2
+2
+5
Improved Burgher
6
6
6
4
8th
+4
+4
+2
+2
+6
Combat Instinct III
6
6
6
5
9th
+4
+5
+3
+3
+6
Meta Magic feat
6
6
6
6
10th
+5
+5
+3
+3
+7
Font of Life, T3
6
6
6
6
11th
+5
+5
+3
+3
+7
Combat Instinct IV
6
6
6
6
12th
+6/+1
+6
+4
+4
+8
Spell Mastery
6
6
6
6
13th
+6/+1
+6
+4
+4
+8
6
6
6
6
14th
+7/+2
+6
+4
+4
+9
Meta Magic feat
6
6
6
6
15th
+7/+2
+7
+5
+5
+9
T4
6
6
6
6
16th
+8/+3
+7
+5
+5
+10
6
6
6
6
17th
+8/+3
+7
+5
+5
+10
6
6
6
6
18th
+9/+4
+8
+6
+6
+11
6
6
6
6
19th
+9/+4
+8
+6
+6
+11
6
6
6
6
20th
+10/+5
+8
+6
+6
+12
6
6
6
6
Meta Magic feat
Arcane Soul Lock
Table: Mystic Spells Known Level
0
1st
2nd
3rd
1st
4
2
*
*
2nd
4
2
*
*
3rd
5
3/1
*
*
4th
5
3
1
*
5th
6
4
2
*
6th
6
4
2/1
1
On levels 3, 6 & 9 they learn regular spells and behind the / they learn 1 realm spell of equal level. Means at level 3 they learn a level 1 realm spell in addition, a level 2 realm spell at 6th level...
7th
7
5
3
2
8th
7
5
3
2
9th
8
5
4
3/1
10th
8
5
4
3
11th
9
5
5
4
12th
9
5
5
4
13th
9
5
5
4
14th
9
5
5
4
15th
9
5
5
4
16th
9
5
5
4
17th
9
5
5
4
18th
9
5
5
4
19th
9
5
5
4
20th
9
5
5
4
Class Features All of the following are class features of the mystic. Weapon and Armour Proficiency: Mystics are proficient with all simple weapons. They start with a weapon focus on dagger or quarterstaff depending on tradition (that is T1 on table). They are not proficient with any type of armour or shield. Armour of any type interferes with a mystic's gestures, which can cause his or her spells with somatic components to fail.
Feats: Burgher: +2 to all Gather Information and Sense Motive Rolls. Gained at 1st level. Improved Burgher: +2 to all Profession and Knowledge rolls. Gained at 7th level. Dreamtelling: I am not allowed to put the feat description here. See official “Heroes of Horror”. Or write your own DC list about understanding dreams properly. Gained at 4th level. Font of Life: Immune to levelloss and energy drain, See official “Heroes of Horror”. 10th level feat. Combat Instinct: The bloodlust and basic training of the 2nd level mystic grant +1 on attack rolls and initiative each. This increases to +2 to each on level 5, +3 to each at level 8 and +4 to each at level 11. The bonus modifies touch attacks and ranged touch attacks as well. Defence: If your are not using the rules by which all classes get such, then reduce it to +1 to AC for every 5 levels in this class. They know they are vulnerable and train for such occasionally. Meta Magic Feat: Whenever this is noted on the table, select a proper one. I didn't write wizard bonus feat as by now several books and other sources have suiting variants and alternatives.
Arcane Soul Lock: If the mystic acquired, created or conquered an arcane sanctum (the classic wizard tower, a cave with cold iron ore or similar) and this is still intact and functional, the mystic will be reborn there after his or her death within 6d6 days, once! After that the mystic must pay 5000 experience, ingredients worth 5000 gold and succeed a spellcraft check DC 35 to prepare his or her sanctum again. Cheating death this way may trigger depravity or make minions of death hunt you down as well. Spells: A mystic casts arcane spells which are drawn from all available open to neutralaligned arcane spells. He or she can cast any spell he or she knows without preparing it ahead of time, the way a wizard or a cleric must (see below). Traditional Weapon feats (T1 to T4):
Level
Dagger
Staff
1st
Weapon Focus
Weapon Focus
5th
Quick Draw
Flurry of Blows like a 4th level monk
10th
Sneak Attack or Skirmish (1d6)
Staff Defence +1 AC
15th
Weapon Specialisation*
Weapon Specialisation*
*The weapon specialisation does bypass the prerequisite of being a fighter for this class. To learn or cast a spell, a mystic must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mystic's spell is 10 + the spell level + the mystic's Charisma modifier. Like other spellcasters, a mystic can cast only a certain number of spells of each spell level per day. His or her base daily spell allotment is given on Table: The Mystic. In addition, he or she receives bonus spells per day if he or she has a high Charisma score. A mystic's selection of spells is extremely limited. A mystic begins play knowing four 0level spells and two 1stlevel spells of your choice. At each new mystic level, he or she gains one or more new spells, as indicated on Table: Mystic Spells Known. (Unlike spells per day, the number of spells a mystic knows is not affected by his or her Charisma score; the numbers on Table: Mystic Spells Known are fixed.) These new spells can be common spells chosen from the mystic/wizard spell list, or they can be unusual spells that the mystic has gained some understanding of by study. The mystic can't use this method of spell acquisition to learn spells at a faster rate, however. Upon reaching 4th level, and at every evennumbered mystic level after that (6th, 8th, and so on), a mystic can choose to learn a new spell in place of one he or she already knows. In effect, the mystic discards the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highestlevel mystic spell the mystic can cast. A mystic may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he or she gains new spells known for the level. Unlike a wizard or a cleric, a mystic need not prepare his or her spells in advance. He or she can cast any spell he or she knows at any time, assuming he or she has not yet used up his or her spells per day for that spell level. He or she does not have to decide ahead of time which spells he or she'll cast.
Familiar: A mystic can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The mystic chooses the kind of familiar he or she gets. As the mystic advances in level, his or her or her familiar also increases in power. If the familiar dies or is dismissed by the mystic, the mystic must attempt a DC 15 Fortitude saving throw. Failure means he or she or she loses 200 experience points per mystic level; success reduces the loss to one half that amount. However, a mystic's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.
Linux Note The author, namely Andrè Michael Pietroschek, wrote this file with Kanotix 2005 or Thorhammer. If the writing looks weird or ugly, then your PC does not have the same fonts installed. Several PDFViewers have options or settings, where one can disable the use of included fonts to replace them by those your system knows.
Otherwise this PDF should be completely readable by all, who have a PC with a functional PDF viewer like Adobe Reader or www.foxitsoftware.com FOXIT READER. This file has nothing to do with my PDF “Against the darkness” which is Magnamund Roleplaying, based on the works of Joe Dever & Ian Page not D&D or D20.
Magic Note Alchemy and incantations shouldn't be ignored. Same for rituals. The limitation of spells just up to level 3 makes it hard enough. I personally wonder, what good is a lowmagic campaign, if at maximum one plays a magicuser? Playing a group of arcane fizzles who depend on precisely that lowmagic offers a lot more of despair, conviction and player ideas needed, to make it through the adventure.
About the author
I write it in D&D allegorical mood, understand the symbolical aspect: Born in July 1972 and always succeeding the evasion roll to avoid being accidentally or otherwise touched by any success or financial gain... I am still alive. A pauper for the 2nd time in my life made me contemplate GESTALT characters or dualclassing and multiclassing. It resulted in my classblending attempts, which were not all failures. The Druidic avenger (DruidMonk mix) was my favourite before I started contemplating the vile darkness and used the Birthright “Justice” domain to replace the strength domain of Cas, the demigod of Spite from official “Heroes of Horror”. For my “generic D&D” files see: www.esnips.com/web/pietroscheksotherstuff/ on demand? I invested effort to distinguish context clearly between my roleplaying & my other files. As I wrote in “Supreme Hogwash – PseudoSatanism”, I prefer fantasyroleplaying. As certain is my dislike of autobiographical files. I published some as sign of respect to women who asked me, but it was frustrating & repulsing to me. Things I really like: Eating good pizza, meditating, some martial arts, occult stuff, more role playing matters, lots of money for it's absence spoils so much, plenty of free animals in healthy enough surroundings, integer & competent politicians as they are so rare. Certain things I can't mention here due respecting the law. Grudgingly at times. The best part of my gratis publishing was to me: Inspiring as being helpful. •
www.pdfcoke.com offers some of my files. Search “Pauper” and select display People/Persons instead of files which hold the name thereafter, to find other files uploaded by me. Needless to say, plenty of other people share their stuff there, too.
Revelation: The price to stay on the path My forlorn mystic definition is not evil as such. As I publish the vile dark oriented version 1st, some people might not have realized this. The forlorn mystics are comparably powerful a mixclass from some perspectives. They pay a price. After some days of reaching the 10th , and again at the 20th level they must accept a challenge. They can not bypass this without forever losing the chance to advance in this class or any prestigeclass it opened for them ever again! Basically what happens is this: A creature, physical, ethereal or noncorporeal; manifests as a forlorn mystic of equal level and challenges the forlorn mystic in some form of duel. This duel will only be brutally violent, if the forlorn mystic ever applied violence outside of selfdefence situations. Otherwise it may be a magic duel, extended skill challenge or mini adventure or intrigue created by the creature. The forlorn mystic must survive this challenge in whatever form it comes to continue his or her career. Imagine that an ethereal creature attacking from the distance or staying outside of perception range may not be easily identified until the challenge is over, too. ●
Forlorn mystics are under a ban. The first challenge will always come as a surprise to them. Even if other mystics, books or mentors told them, the memories were so wiped away, that the forlorn mystic must face alienating challenges for real once in his or her lifetime. To make such transparent use rules not just artful descriptions of horror, dread and alienation.
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I trust any dungeon master or mistress will know the own group well enough, to prepare challenging ways of this, literally or very abstract.
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Let's say an elven forlorn mystic decided to end a challenge by killing the creature which manifested as orcish forlorn mystic and was not attacking. Now that is cruel in a way and henceforth, the next challenge will mean this sneaky elven mystic will be deservingly confronted with violence, treachery and villainy. Oh, the law may still call it murder, too.
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The creature may as well decide to wait, in example until it can steal the arcane soul locks sanctum to be reborn if the player tends to cheat his or her way through life.
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Nasty game masters or mistress may decide, that the creature manifests by taking the body of a family member or even the mystics real familiar, if they consider this proper.
There is a nice story by Edgar Allen Poe which writes about this kind of topic. Sadly I forgot the title. In the stories end love banished all evil. In adult gaming...yeah sure, fairy tales stop blades and bullets as did those spirits at Wounded Knee?
RealmMagic At www.birthright.net there is the costfree 3rd revision Birthright PDF. It explains several topics and lists spells. RealmMagic targets an entire province and can even when limited to 3 rd level realm spells become a powerful way of arcane versatility!
Simple adventure idea
Dear meddlers, we have finally decided to show our gratitude for your constant and completely unjustified sabotage of our plans. We have abducted/taken hostage your familiars by our significant arcane means. As you are financially insignificant we will... LawfulMystics played: Rape and torture them before we use them as spell components. VillainousMystics played: Prepare to purify and chastise them into disciplined servants of the cityguard. As you can never find out, how to use that portal, you may just wait until we come for you as well! Signed your unknown opponents Concept: The entire group plays forlorn mystics of 5th or 10th level at game start. A scout for wilderness or a rogue for urban adventures may be treated as companion or family member or agent. Task: The “villains” appeared through some planar gate and kidnapped the familiars by magic, potions and stealth. The players may be shocked, but their intuition tells them that they can re activate the gate and try to track down the villains as time runs short. As opponents who hold the familiar can do fierce curses through the arcane bond it shares with the players, they might be motivated? Others may see their familiar as friend and act on loyalty alone! Scale: You could design a small adventure where they just hide in whatever environment you prefer, or do this as campaign, maybe implementing adventures you prepared or downloaded in the past. If you use the leadership feat you may as well include agents and armies with some climatic battles, infiltration or pacts with nobles. Sequel to official adventure “The Standing Stone”? Traditions: D&D offers plenty. Certain official books define, how your players can define their own mystic tradition from the start! I held back my own taste somewhat for compatibility purposes. See included “Mystic Tradition recipe”
Realm Magic – based OGL Birthright Casting arcane realm spells Regent mystics primarily use their sources to power arcane realm spells, extraordinary works of spellcraft strong enough to effect entire domains. Because these spells draw upon concentrated (awn)mebhaighl, mystics can cast them only in provinces where they have sources or ley lines to sources of sufficient potential to power the spell. Arcane realm spells require varying levels of sources to fuel them; more powerful spells require higherlevel sources. When a regent casts a realm spell, he marshals his source's magical energy over the period of a month. During this marshalling, the regent need not be physically present at the source's manifestation but the mystic must remain within the province in which the spell is to be cast. During the period of marshalling, the mystic spends the majority of each day in deep concentration, summoning the land's or shadowland's (awn)mebhaighl towards him or her, preparing the weave of the spell's final form, and resting. At the end of the marshalling period, the regent mystic channels the (awn) mebhaighl he has gathered through his body and empowers the spell. Only blooded spellcasters are capable of channeling arcane realm magic; a bard, magician, or unblooded mystic that attempted to channel such energies would be destroyed spectacularly. See my notes below. Marked in yellow this is OGL Birthright based. Casting a realm spell All realms spells are subject to the rules noted in this section unless the exception is explicitly noted in the spell description. Marked in yellow this is OGL Birthright based. Casting Time Realm spells are a form of ritual magic. The preparations are lengthy and involved; the spell caster must spend a domain action (one full month) engaged in the rituals necessary to cast the realm spell. Casting a realm spell leaves the regent spellcaster physically exhausted. The spellcaster is fatigued (2 to Strength, 2 to Dexterity, can't charge or run) for the entire month. A realm spell will automatically fail if the caster leaves the province, engages in any other time consuming activity, or is reduced to less than 25% of his normal hit point total during the casting period. Marked in yellow this is OGL Birthright based. Level Like conventional spells, all realm spells have a level. The level of a realm spell is not dependent on class, but may differ between arcane and divine spellcasters. A character may not cast a realm spell unless they are capable of casting conventional spells of that level. For example, a 3rd level wizard regent could cast spells of level Arcane 2. A 3rd level wizard could not cast spells of level Arcane 3 or Divine 1 or Druid 2. Marked in yellow this is OGL Birthright based.
Blooded by my variant When Birthright was written, there was still an “A” before the D&D. Nowadays even the D&D 3.5 is already outdated. But there began my problem. I was dabbling through the unearthed arcana section to read bloodline rules for a setting I wanted to waste effort upon. Contradiction! By rules the blood of gods shouldn't be weaker than the bloodline of someone who's grandpa or grandma was a demon or devil. The delusional stuporside effect by which certain officials copy and spread again whatever mistake flawed rules for such already was there once more.
From perspective of dark or vile characterfocus, this was very funny, even beneficial. But crushing gamebalance was not my definition of fun. So to balance with compatibility in mind I had a petty spontaneous solution: Birthright blood of gods became: Tainted (Bld score < 12): one minor bloodline feat at minimum Minor (Bld score < 16): three minor bloodline feats at minimum Major (Bld score < 19): one major and three minor bloodline feats at minimum Great (Bld score ≤ 25): three minor, three major and one great bloodline feat at minimum ●
The signs: < means smaller than... & ≤ means smaller or equal...
Comparing this with someone from a strong demon or devil bloodline or any of the dragon or titan bloodlines was a bit more balanced to me. Blood (Bld) was treated just like any other humanoid scale stat simply by my whim and less need of notekeeping of those blooded scions. If playing Birthright exception, then considering forlorn mystics to be the children of either awnsheghlien (dark blooded creatures of Azrai) or erghsheghlien (lightblooded creatures) for the “pious mystic variant” would easily work. This would make them “minor or tainted” blood which allows to focus weak or desperate arcanism in a lowmagic setting or even playing them working for or being a regent. With some imagination and mettle at least. ●
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Erghsheglien: (erSHEYlin) Literally translated from elvish as "blood of light", this term refers to any scion not of Azrai's derivation that shows permanent physical changes as a consequence of a manifestation of their blood abilities. Any character with the Bloodtrait blood ability. Marked in yellow this is OGL Birthright based. Awnsheghlien: (aunSHEYlin) Literally translated from elvish as "blood of darkness", this term refers to any scion that hows permanent physical changes as a consequence of the taint of Azrai on their spirits. All scions of the Azrai derivation have the potential to begin descent into this transformation. Although physically deformed and spiritually twisted, the physical changes evidence by awnsheghlien are significantly enhanced manifestations of their bloodline and make them powerful foes. Awnsheghlien are always unique, but some have created servants that reflect their masters' names. The Hydra, for example, has spawned scores of multiheaded creatures that share their distant ancestor's physical traits. Any character with the Bloodform blood ability. Marked in yellow this is OGL Birthright based. I was never intending to consider such traditional Birthright gaming. I wrote about placing one own idea into the world or setting or both of Birthright, simply for convenience, dark fun or playtesting. I was working exclusively with the gratis Pdf (3rd revision PDF and sanctioned chapters) on purpose. They were available at www.birthright.net on date of writing this (early 2008). All my stuff is optional until I make some deal about it and as I wrote with the license: I am not a member of Wizards of the Coast, nor any D20 officials or similar. My typical expectation of the core group for Birthright is: urban_setting; a martial noble (NOT fighter), a magician, a cleric and a rogue or scoundrel variant. For rural or wilderness it would be: a martial noble (NOT fighter), a magician, a druid and a scout or ranger. Without cheating fighters lack any skills for atmospheric play and I am rarely in the mood for “the tank” or slaughter. Even worse, fighters limitations on skills may spoil their military leadership which is a crucial part of Birthright.
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For those who need it: I know the benefit of mixing classes. Skirmisher with fast movement, or wizard with still spell feat in armour. Birthright pure class has it's flair though.
Mystic tradition recipe The Mystic Tradition This text gives miniinformation on the design of your unique Mystic Tradition. In some cases the statistics may reflect a specific subgroup (players or the creatures) exclusively. Headquarters: The location of the traditions headquarters, if any. Members: Number of Mystics, servants, bureaucrats and agents. Hierarchy: Classification of the general structure of the hierarchy, which determines various factors as described below. Leader: The name and title of the leader or leaders. Arcane Style: A research tradition, allrounders, diabolism or necromancers? Religion: The deity or deities commonly worshipped by the members of the Mystic Tradition, or none for atheism. Alignment: The overall alignment of the organization which may not necessarily apply to all members within the Mystic Tradition. Subterfuge: Classification of the level of subtlety and secrecy of the group, as noted below. Insignia: A description of the symbol or symbols used by the Mystic Tradition. Weapon: Does the tradition prefer staff or dagger? Eventually lacking a trainer for the neglected? Core Benefits: What the tradition offers to it's members at what price... Hierarchy: The way how a Mystic Tradition is structured falls into one of four general categories. ●
Free Spirit: In this type of Mystic Tradition, the only constant is chaos. Leaders come and go as easily as the fashion changes. Something other than a charismatic leader keeps this group working as a team. Perhaps the members all prefer one style of the arcane or team up for research. Members know their leaders, openly welcome recruits, and usually rely on luck rather than discipline and on passion rather than plans.
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Lodge: This type of Mystic Tradition maintains a firm hierarchy. Orders come down from the top. Members obey their superiors or suffer consequences. Lawful evil groups often use this model for their hierarchy. The leader could be an individual or a council, but the highest level of authority remains isolated from the lesser members.
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Agency: This type of hierarchy has cells or branches that function independently of one another. Sometimes these branches serve sinister purposes, but don’t know about each other. Other times, the branches may complement one another and work together closely. Only the highest levels of the hierarchy know the whole structure. They create hidden subsidiaries to protect their assets in times of trouble, to diversify their contacts, and to maintain their secrecy.
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Occultism: An occultisms hierarchy has cells connected by a single linking contact or coordinator. Members know only other members with whom they have direct contact. These Mystic Traditions don’t have a clearly traceable hierarchy. They’re layered in deep secrecy and even those in the highest level of the Mystic Tradition don’t know all their agents.
Subterfuge: Since most of these Mystic Traditions cannot operate in the public eye without fear of inquisition, villainy or competition, they adopt one of four levels of secrecy. ●
Dedicated: Members know only their immediate superiors, underlings, and others they work with frequently. Information is passed through intermediaries and is often in code. Only those at the highest levels of authority know the true agenda of the group, and if multiple people are at this level, they all may have their own secret agenda. Members communicate with outsiders via disguises, middlemen, sending spell or equivalent and anonymous messages.
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Mediocre: Members know their superiors and inferiors, one step up and down the chain of command. Midlevel agents are usually informed of major plans, or at least how their role affects the plan. Few members are open about their affiliation, and the lowestlevel agents may be unaware that they work for the Mystic Tradition at all.
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Low: Members of the Mystic Tradition know most of the other members, particularly the leaders. Some effort is made to camouflage the identity of important individuals from the common folk. Outsiders know the affiliation of many members, and some brag about their relationship and status with the group.
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“Stammtisch”: The group works entirely in the open and makes no efforts to camouflage its agenda, headquarters, or employees. Members are easily recognized, and most people are familiar with the nature of the Mystic Tradition and its ultimate goals.
NOTE ON SECRECY: Dedicated would mean, that most in the tradition, even the wench, cook or handmaiden have feats like “Stealthy” and “Deceiver” and several ranks in skills like Bluff, Move Silently and Hide. Price is, it occasionally takes precious feats away from more arcane focus. Motivation and Goals: This section describes the motives and objectives of the Mystic Tradition, along with the typical activities used to achieve these goals. Initiating & hiring: How the tradition accepts members and how NPC servants, cohorts, minions or agents are hired. Examples could be mixed from: ●
Quest: Mystics must fulfil one mission for the tradition to become members.
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Spells: Mystics must be capable of casting a spell the tradition likes or needs. If all in the tradition make their money by using the “scry province” spell and you can't cast it, then you have no place there.
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Feats & Skills: Depending on their task in the tradition, members to be need certain feats or a number of skill ranks in certain skills, or both. Remember 1st level limits!
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Bloodline: All members must be from the same bloodline, be it that of a specific demon or devil, Aasimar by birth or blood of gods like in Birthright.
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Oath/Geas: To become a member you must accept a geas or oath, maybe even one extending beyond the grave or for all your family.
Benefactors: A description of famous individuals, groups, fullbore sorcerers or hags or similar creatures that commonly support the Mystic Tradition. Antagonists: Famous individuals, Mystic Traditions, or fullbore inquisitions or crusaders or any other generic bunch that frequently infiltrate, oppose, sabotage or embarrass the group.
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System Reference Document v3.5 HTML compilation Copyright 2004, Sovelior Meliamne & Jason Olaf Jensen. Added to Copyright Notice on demand of this license: Since early February 2008 I, Andrè Michael Pietroschek, wrote & gamecrafted with intent of publishing, the included description of Burgher variant to Forlorn Mystics as playableclass for D&D (Dungeons & Dragons pen & paper Roleplaying Game) based on “The Revised (v3.5) System Reference Documents arcane spell list & compiled feats, as Tiefling stats” by D20 Systems, Birthright sanctioned chapter 2 & Birthright PDF 3rd revision by Richard Baker (?, OGL True RPG hints)& OGL D20 Game of Thrones. I hereby further mention in quite obvious text and colour that neither Wizards of the Coast nor D20 are in any form responsible for my publishings and I clearly verify, that I am not a member of their team or staff. Andrè M. Pietroschek, Germany, February to July 2008 END OF LICENSE